INTERACTION DESIGN PRINCIPLES FOR INTERACTIVE ...
INTERACTION DESIGN PRINCIPLES FOR INTERACTIVE ...
INTERACTION DESIGN PRINCIPLES FOR INTERACTIVE ...
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centralized server that could generate real-time images of the gaming world. Each week,<br />
the game environment and the content of the television program would change<br />
dynamically to reflect events that occurred in each respective world (AFI, 2004).<br />
Although the prototype was not deployed, the conception of this convergent<br />
gaming / viewing model was possible precisely because the Science Channel was willing<br />
to discuss how interactivity could be integrated into a new show in order to achieve a<br />
completely new programming concept.<br />
We will undoubtedly see more experimental cases such as Dinosaur Highway in<br />
the future as networks and producers become more willing to produce programs tailored<br />
for interactivity. Ideally, in the future, interactive television experiences will be written<br />
into programs at their conception. In fact, Gronmark predicts that by 2007 there will be<br />
programs that “exist because of interactivity. There will still be linear forms equivalents<br />
that can be enjoyed without interactivity, but full enjoyment of the programs will require<br />
access to interactive functionality” (quoted in Gawlinski, 2003). Movement into this<br />
model of interactivity can encourage innovation and is more likely to maximize the<br />
affordances of the medium. Of course, meaningful interaction must be tailored to the<br />
particular genre and content of the program in order to deepen the viewing experience for<br />
users.<br />
Finally, in thinking about how best to integrate the interaction model, keep in<br />
mind that the best time is not necessarily during the show itself. During her keynote<br />
address at the 2004 AFI eTV Workshop, Emma Somerville advised iTV producers to<br />
consider the “golden ten-minute window” immediately after a program airs, when the<br />
content is still fresh in the viewer’s mind. According to Somerville, this time frame is<br />
similar to how viewers utilize DVDs (e.g, users are more likely to use the interactive<br />
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